8

992 Chapter 14: Character Studio
Inter face
Both the parent’s and the link’s joint have the same
controls:
Active—Turns off the effects of the joint
intersection controls. When this box is cleared,
Physique makes no compensation for overlapping
bulges. Default=off.
Blend FromThe area between Blend From and
BlendTocontainsverticesthatarepartially
affectedbythecreaseplane. Theseverticeswill
be shifted, but not as much as those between the
creaseplaneandthepointwherethisjointbegins
to blend (Blend From in the parents case, Blend
To in the link’s c ase). The distance of the ver tices
from the crease plane determines the exact amount
of shifting. Vertices within the blend region that
are closer to the intersection plane are shifted more
than the vertices further away from it. Default=0.0.
Blend ToIndicates the distance beyond which the
crease plane has no effect. Default=1.0.
Bias—Sets the strength of the crease plane effect
w ithin the blended region. A value of 0.0 means
that the intersection plane will have no effect
w ithin the blended region; a value of 1.0 means
that it will have a full effect within the blended
region. Default=0.25.
Bulge Sub-Object
Select an object that has the Physique modifier applied
to it. > Modify panel > Bulg e sub-object level
After you have edited
envelope sub-objects (page
2–981)
for good overall mesh deformation, you
can create bulges to simulate muscle contraction
and expansion when a character’s joint rotates.
Abulgeanglerequirestwolinks:theselectedlink,
and the child lin k of that selection (for example, an
upper arm and forearm). The joint that separates
the two is referred to as the
bulge joint
.Any
rotation applied to this joint becomes the angle
used to center the effect of a bulge angle.
Physique creates a single default bulge angle for
eachbulgejointintheattachedskeleton.Theangle
of this joint i s that of the initial skeleton pose. This
is the pose the skeleton had when the Physique
modifier was applied to the skeleton, or when you
use
Reinitialize (p age 2–964)
andturnonInitial
SkeletonPoseinthePhysiqueInitializationdialog.
To create a bulge, you need to add only a single
additional bulge angle. You can add further bulge
angles to refine the bulge effect.
Wor k f low to Create a Biceps B ul ge
The overall steps for creating a biceps bulge are:
•Insertanewbulgeangle.
Givethenewbulgeangleacustomnameand
color.
Setthebulgeangleatapointwherethejointis
flexed; for example, at 90 degrees.
Insert a cross section on the upper arm.
Use control points (or the
Bulge editor (page
2–965)
) to shape the bicep bulge.